;
;   CIVILIZATION GAME DATA - ANCIENT EMPIRES SERIES #2 (3500 BC)
;   "Seeds of Greatness - The Early Empires" Scenario, v1.1 (5/00)
;
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;
;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Empire)
7       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy pays support for all units past this
4       ; Empire pays support for all units past this
5       ; Theocracy pays support for all units past this
20      ; Empire is equivalent of this palace distance.
20      ; Theocracy loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; Max effective science rate in Theocracy (x10, so 5 = 50%)


;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Late Stone Age
;             1 = Copper Age
;             2 = Bronze Age
;             3 = Iron Age
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Pictographs,        4, 2,  nil, nil, 0, 3    ; AFl Advanced Flight         0
Alphabet,           5, 1,  AFl, nil, 0, 3    ; Alp
Star Observations,  3, 1,  Alp, nil, 1, 3    ; Amp Amphibious Warfare
Astronomy,          4, 1,  PT,  Amp, 2, 3    ; Ast
Aristocracy,        4, 1,  Cmn, Ldr, 3, 2    ; Ato Atomic Theory
Egyptian Culture,   1, 0,  no,  no,  0, 2    ; Aut *** Automobile          5
Food Surplus,       4, 1,  E1,  nil, 2, 1    ; Ban Banking
Bridge Building,    4, 0,  Rec, Mat, 3, 4    ; Bri
Bronze Age,         7, 0,  Mon, Cmp, 2, 4    ; Bro Bronze Working
Ceremonial Burial,  5, 0,  AFl, Chi, 0, 2    ; Cer
Chemistry,          5,-1,  Lit, Mat, 3, 3    ; Che                         10
Horse Training,     3, 1,  Eco, War, 1, 0    ; Chi Chivalry
Code of Laws,       4, 1,  Cer, Wri, 1, 2    ; CoL
Copper Age,         5, 0,  Pot, Alp, 1, 4    ; CA  Combined Arms
Internal Revolt,    1, 0,  no,  no,  0, 0    ; Cmb Combustion
Empire,             8, 0,  Med, ToG, 2, 2    ; Cmn Communism               15
Use of Tin,         4, 1,  CA,  Esp, 1, 4    ; Cmp Computers
Chariot Tactics,    6,-1,  Met, Cmn, 2, 0    ; Csc Conscription
Fortifications,     5, 0,  Mas, Feu, 1, 4    ; Cst Construction
Monetary Taxation,  4, 0,  Cur, Cmn, 3, 1    ; Cor The Corporation
Currency,           4, 1,  Tra, nil, 3, 1    ; Cur                         20
Democracy,          1, 0,  no,  no,  0, 0    ; Dem N/A
Domestication,      4, 1,  Pot, nil, 0, 1    ; Eco Economics
The Plow,           4, 2,  Eco, nil, 1, 1    ; E1  Electricity
Class Structure,    3, 1,  nil, nil, 0, 2    ; E2  Electronics
Engineering,        4, 0,  U3,  Rec, 3, 4    ; Eng                         25  
Civic Planning,     3, 1,  Med, Bro, 2, 4    ; Env Environmentalism
Sickle Sword,       4,-1,  Las, CA,  1, 0    ; Esp Espionage
Explosives,         1, 0,  no,  no,  0, 0    ; Exp N/A
Ranged Fire Tactics,4,-1,  Esp, nil, 1, 0    ; Feu Feudalism
Bronze Weapons,     4,-1,  Bro, Feu, 2, 0    ; Fli Flight                  30
Theocracy,          1, 0,  no,  no,  0, 0    ; Fun N/A *** Fundamentalism
Fishing,            3, 0,  Eco, nil, 1, 1    ; FP  Fusion Power
Improved Harness,   3,-1,  Whe, Hor, 1, 0    ; Gen Genetic Engineering
Guerrilla Warfare,  4, 1,  no,  no,  0, 0    ; Gue N/A
Eighteen Foot Pike, 5,-2,  Min, nil, 3, 0    ; Gun Gunpowder (Sell Barracks) 35
Horseback Riding,   4,-1,  Chi, nil, 1, 0    ; Hor
Assyrian Culture,   1, 0,  no,  no,  0, 2    ; Ind *** Industrialization
Persian Culture,    1, 0,  no,  no,  0, 2    ; Inv *** Invention
Iron Age,           7, 0,  Mys, Sth, 3, 4    ; Iro Iron Working
Legion Tactics,     6,-1,  X6,  nil, 3, 0    ; Lab Labor Union             40
Leather Armor,      4,-1,  War, nil, 1, 0    ; Las The Laser
Leadership,         5,-1,  Gun, nil, 3, 0    ; Ldr 
Literacy,           5, 2,  Map, Phi, 3, 3    ; Lit
Iron Weapons,       4,-2,  Iro, NF,  3, 0    ; Too Machine Tools
Heavy Keel,         4, 1,  NP,  Nav, 3, 0    ; Mag Magnetism               45
Map Making,         6,-1,  Wri, Stl, 2, 1    ; Map
Masonry,            4, 1,  CA,  nil, 1, 4    ; Mas
Mass Production,    1, 0,  no,  no,  0, 0    ; MP  N/A
Mathematics,        4,-1,  Phi, Too, 3, 3    ; Mat
Civil Service,      4, 1,  Mon, nil, 2, 2    ; Med Medicine                50
Metal Axle,         4,-2,  ToG, nil, 2, 0    ; Met Metallurgy
Military Training,  5, 0,  Too, nil, 3, 0    ; Min Miniaturization
Armored Horses,     4,-1,  X3,  Lab, 3, 0    ; Mob Mobile Warfare (Sell Barracks)
Monarchy,           6, 1,  CA,  CoL, 1, 2    ; Mon
Pantheon,           5, 1,  Phi, Mys, 3, 2    ; MT  Monotheism              55 
Mysticism,          4, 0,  PT,  nil, 2, 2    ; Mys
Navigation,         6,-1,  SE,  Map, 3, 1    ; Nav
Naue Type II Sword, 8, 0,  Csc, nil, 2, 0    ; NF  Nuclear Fission
Improved Galleys,   5, 0,  Plu, Min, 3, 0    ; NP  Nuclear Power
Philosophy,         6, 1,  Ast, Wri, 2, 3    ; Phi                         60 
Outrigger,          4, 1,  Tac, Map, 2, 0    ; Phy Physics
Plastics,           1, 0,  no,  no,  0, 0    ; Pla N/A
Naval Tactics,      4, 1,  Iro, Phy, 3, 0    ; Plu Plumbing
Polytheism,         4, 0,  Mon, ToG, 2, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot                         65 
Radio,              1, 0,  no,  no,  0, 0    ; Rad N/A
Special Units,      1, 0,  Rad, nil, 0, 0    ; RR  Railroad (Note: Not in Active Tech Tree)
Construction,       5, 1,  Iro, Cst, 3, 4    ; Rec Recycling
Unit Tactics,       7,-1,  Ldr, Rep, 3, 0    ; Ref Refining
Crop Rotation,      3, 1,  Env, Ban, 3, 1    ; Rfg Refrigeration           70
The Republic,       5, 1,  Ato, Lit, 3, 2    ; Rep 
Fire Ship,          5,-1,  Mag, X7,  3, 0    ; Rob Robotics
Single-Rider Reins, 4, 0,  U1,  Too, 3, 0    ; Roc Rocketry
Building Code,      4, 2,  Env, Eng, 3, 4    ; San Sanitation
Seafaring,          4, 1,  Stl, Phy, 2, 1    ; Sea                         75
History,            4, 1,  Uni, The, 3, 3    ; SFl Space Flight
Smelting Furnace,   3, 0,  Bro, Fli, 2, 4    ; Sth Stealth
Sea Trade,          4, 1,  Sea, Tra, 2, 1    ; SE  Steam Engine
The Sail,           4, 0,  FP,  Amp, 1, 1    ; Stl Steel
Synchronized Rowing,4, 1,  War, Stl, 2, 0    ; Sup Superconductor          80
The Beak,           4, 1,  Bro, Sup, 2, 0    ; Tac Tactics
Mythology,          3, 1,  MT,  nil, 3, 2    ; The Theology
Spoked Wheels,      6, 0,  Fli, Gen, 2, 0    ; ToG Theory of Gravity
Land Trade,         4, 2,  Ban, Mon, 2, 1    ; Tra Trade
Geometry,           4,-1,  Mat, Nav, 3, 3    ; Uni University              85
Organized Warfare,  5,-1,  nil, nil, 0, 0    ; War Warrior Code
The Wheel,          4,-1,  Chi, War, 1, 0    ; Whe
Writing,            4, 2,  Alp, nil, 1, 3    ; Wri
Future Technology,  1, 0,  Rob, San, 3, 3    ; ...
Horseback Archery,  4,-1,  Feu, Hor, 2, 0    ; U1                          90
Battering Ram,      5,-1,  Cst, Whe, 2, 0    ; U2
Siege Tactics,      4,-1,  U2,  Cmn, 2, 0    ; U3
Corvus,             5,-2,  Mag, X5,  3, 0    ; X1
Siege Ship,         4,-1,  Mat, Mag, 3, 0    ; X2
Cavalry Tactics,    4,-1,  Ato, Roc, 3, 0    ; X3                          95
Elephant Tactics,   4, 1,  Min, nil, 3, 0    ; X4
Centurions,         6,-1,  Ref, nil, 3, 0    ; X5
Cohorts,            6,-1,  Eng, X5,  3, 0    ; X6
Greek Fire,         5, 0,  Che, Mob, 3, 3    ; X7                          99 

; Note: The Game will not accept an "X8" Row
;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    nil,
Barracks,                 4,  1,    Fli,
Granary,                  6,  1,    E1,
Temple,                   4,  1,    Cer,
Barter System,            8,  1,    Ban,  ; MarketPlace
School of Scribes,        8,  1,    Wri,  ; Library
Governor's Palace,        8,  1,    Med,  ; Courthouse
City Walls,               8,  1,    War,
Aqueduct,                 8,  2,    Env,
MarketPlace,              12, 3,    Tra,  ; Stock Exchange
Temple Complex,           12, 3,    MT,   ; Cathedral
Library,                  16, 3,    PT,   ; University
Public Bath,              16, 4,    San,  ; Mass Transit
Colosseum,                10, 4,    Rec,
Artisan Quarter,          16, 3,    CA,   ; Factory
Foundry Complex,          24, 4,    Sth,  ; Manufacturing Plant
SDI Defense,              20, 4,    no,
City Dump,                12, 2,    Rec,  ; Recycling Center
Power Plant,              16, 4,    no,
Slave Market,             24, 4,    Mon,  ; Hydro Plant
Nuclear Plant,            16, 2,    no,
Merchant Quarter,         16, 4,    Cur,  ; Stock Exchange
Sewer System,             24, 2,    San,
Soil Fertilization,        8, 3,    Rfg,  ; Supermarket
Trade Center,             20, 5,    Cmn,  ; Superhighways
School of Philosophy,     16, 3,    Phi,  ; Research Lab
Building Inspectors,      10, 2,    San,  ; SAM Missile Battery
Claws of Archimedes,      20, 4,    Mat,  ; Coastal Fortress
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Stl,
Fishing Fleet,            16, 3,    SE,   ; Offshore Platform
Airport,                  16, 3,    no, 
Garrison Troops,          6,  2,    Rep,  ; Police Station
Shipyard,                 8,  3,    Plu,  ; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Taxation System),        60, 0,    Cor,  ; I; (Capitalization)
Pyramids,                 30, 0,    Cer,  ; S
Hanging Gardens,          30, 0,    Mas,  ; C
Purple Dye of Tyre,       40, 0,    SE,   ; B; Colossus
Lighthouse,               30, 0,    Stl,  ; B
Great Library,            30, 0,    Lit,  ; I
Oracle,                   30, 0,    Mys,  ; B
Ishtar Gate,              40, 0,    Cst,  ; C; Great Wall
Sargon's Arsenal,         30, 0,    U3,   ; B; Sun Tzu's War Academy
Cedars of Lebanon,        30, 0,    Bro,  ; B; King Richard's Crusade
Diplomatic System,        30, 0,    Med,  ; B; Marco Polo's Embassy
Temple of Karnak,         60, 0,    MT,   ; I; Michelangelo's Chapel
Ziggurat of Ur,           30, 0,    Amp,  ; C; Copernicus' Observatory
Pharoah Necho's Voyage,   40, 0,    Plu,  ; I; Magellan's Expedition
Temple of Solomon,        30, 0,    Mon,  ; C; Shakespeare's Theatre
Archimedes' Workshop,     60, 0,    Uni,  ; I; Leonardo's Workshop
Temple of Artemis,        40, 0,    PT,   ; B; J. S. Bach's Cathedral
Ptolemy's Observatory,    40, 0,    Ast,  ; B; Isaac Newton's College
Palace of Knossos,        40, 0,    Tra,  ; B; Adam Smith's Trading Co.
Arms Race,                40, 0,    Iro,  ; I; Darwin's Voyage
Parthenon,                60, 0,    Rep,  ; I; Statue of Liberty
Colossus,                 30, 0,    Bro,  ; B; Eiffel Tower
The Senate,               60, 0,    Rep,  ; I; Women's Suffrage
Slave Labor System,       60, 0,    Cmn,  ; B; Hoover Dam
Mausoleum,                30, 0,    Uni,  ; I; Manhattan Project (Eye-candy only!)
Statue of Zeus,           30, 0,    Mat,  ; I; United Nations  (Eye-candy only!)
Journey of Herododtus,    60, 0,    SFl,  ; I; Apollo Program
Aristotle's Academy,      60, 0,    Phi,  ; B; SETI Program
Fertility Festival,       40, 0,    Ban,  ; B; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Cmb,        ; Great Wall
Cmb,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
AFl,        ; Manhattan Project
AFl,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Farmers,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000  ; Settlers
Military Engineers,nil, 0,  2.,0,  4a,3d,  2h,1f,  8,0,  5, Iro, 000000000000000  ; Engineers
Warriors,     nil, 0,  0.,0,  0a,2d,  1h,1f,  2,0,  1, RR,  000000000000000  ; Warriors
Spearmen,     Too, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Las, 000000000000000  ; Phalanx
Swordsmen,    Fli, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  0, Esp, 000000000000000  ; Archers
Skirmishers,  Fli, 0,  2.,0,  2a,1d,  1h,1f,  1,0,  0, nil, 000000000000000  ; Legion
Bronze Infantry II,Too, 0,  1.,0,  5a,2d,  2h,2f,  4,0,  0, NF,  000010000000100  ; Pikemen
Bronze Infantry I,Too, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, Fli, 000000000000000  ; Musketeers
Scythian Horde,nil, 0,  3.,0, 10a,4d,  3h,3f, 40,0,  0, RR,  000000000000000  ; Fanatics
Slave Revolt, nil, 0,  1.,0,  2a,2d,  2h,1f,  3,0,  1, RR,  000001000000010  ; Partisans
Iron Infantry II, Gun, 0,  1.,0,  6a,3d,  2h,2f,  5,0,  0, Min, 000010000000000  ; Alpine Troops
Iron Infantry I,  Ref, 0,  1.,0,  5a,3d,  2h,2f,  4,0,  1, Too, 000010000000000  ; Riflemen
Armored Cavalry,nil, 0,  3.,0,  9a,4d,  2h,3f, 12,0,  0, Mob, 100000000000000  ; Marines
Cyrus II,     nil, 0,  4.,0, 12a,5d,  2h,3f, 50,0,  0, RR,  100000000000001  ; Paratroopers
Alexander,    nil, 0,  5.,0, 14a,5d,  2h,4f, 50,0,  0, RR,  100000000000001  ; Mech. Inf.
Horsemen,     Roc, 0,  4.,0,  2a,1d,  1h,1f,  3,0,  0, Hor, 100000000000000
Early Chariot,Gen, 0,  3.,0,  3a,1d,  1h,1f,  2,0,  0, Whe, 000000000000000  ; Chariot
Light Cavalry,nil, 0,  5.,0,  4a,1d,  2h,1f,  3,0,  0, Roc, 100000000000000  ; Elephant
Chariot II,   Gun, 0,  4.,0,  5a,2d,  1h,1f,  5,0,  0, ToG, 100000000000000  ; Crusaders
Chariot I,    Met, 0,  3.,0,  4a,1d,  1h,1f,  4,0,  0, Gen, 100000000000000  ; Knights
Sea Peoples,  nil, 0,  1.,0,  6a,2d,  2h,2f, 20,0,  0, RR,  100100000000100  ; Dragoons
Desert Raiders,nil,0,  3.,0,  8a,2d,  2h,2f, 20,0,  0, RR,  000000000000000  ; Cavalry
Siege Tower,  nil, 0,  1.,0,  9a,1d,  1h,2f, 10,0,  0, U3,  000000001000000  ; Armor
Ladder Tower, U3,  0,  1.,0,  4a,1d,  1h,1f,  2,0,  0, Whe, 000000001000000  ; Catapult
Battering Ram,nil, 0,  1.,0,  7a,1d,  1h,1f,  5,0,  0, U2,  000000001000000  ; Cannon
Catapult,     nil, 0,  2.,0,  6a,1d,  1h,1f,  6,0,  0, Mat, 000000001000000  ; Artillery
Armored Tower,nil, 0,  1.,0, 14a,2d,  2h,2f, 16,0,  0, Eng, 000010001000000  ; Howitzer
Phalanx I,    Ref, 0,  2.,0,  7a,3d,  2h,2f,  6,0,  0, Gun, 000000000000000  ; Fighter
Phalanx II,   Ref, 0,  2.,0,  9a,3d,  2h,2f,  8,0,  0, Ldr, 000000000000000  ; Bomber
Legion I,     nil, 0,  2.,0,  8a,4d,  2h,2f,  8,0,  1, Ref, 000000000000000  ; Helicopter
Legion II,    nil, 0,  2.,0, 10a,4d,  2h,2f, 10,0,  0, X5,  000000000000000  ; Stlth Ftr.
Minos,        nil, 2,  4.,0,  8a,3d,  2h,2f, 50,0,  2, RR,  100000000001011  ; Stlth Bmbr.
Early Galley, Plu, 2,  3.,0,  2a,1d,  1h,1f, 10,2,  2, RR,  100000000100010  ; Trireme
Troop Galley, nil, 2,  5.,0,  0a,2d,  2h,1f,  5,3,  4, Plu, 100000000100010  ; Caravel
Early Sail,   SE,  2,  3.,0,  0a,1d,  1h,1f,  2,1,  4, Stl, 100000000000010  ; Galleon
Quinquireme,  nil, 2,  6.,0,  7a,4d,  3h,3f,  8,2,  2, X1,  100000000000010  ; Frigate
Quadrireme,   X1,  2,  6.,0,  6a,3d,  2h,2f,  7,1,  2, Mag, 100000000000010  ; Ironclad
Trikonter,    Tac, 2,  3.,0,  4a,1d,  1h,1f,  3,0,  2, Sup, 100000000101010  ; Destroyer
Pentekonter,  Phy, 2,  4.,0,  4a,2d,  1h,1f,  4,0,  2, Tac, 100000000101010  ; Cruiser
Bireme I,     NP,  2,  4.,0,  5a,2d,  1h,2f,  4,0,  2, Phy, 100000000101010  ; AEGIS Cruiser
Trireme,      NP,  2,  4.,0,  6a,3d,  2h,2f,  6,0,  2, Plu, 100000000101010  ; Battleship
Bireme II,    nil, 2,  6.,0,  5a,3d,  2h,2f,  5,0,  2, NP,  100000000001011  ; Submarine
Dromon,       nil, 2,  5.,0,  8a,2d,  1h,3f,  8,0,  2, Rob, 100000000000010  ; Carrier
Merchant Ship,nil, 2,  4.,0,  0a,1d,  1h,1f,  3,1,  4, SE,  100000000000010  ; Transport
Earthquake,   nil, 1, 31.,1, 10a,0d,  1h,1f, 20,0,  0, RR,  001000001000001  ; Cruise Msl.
Storm,        nil, 1, 31.,1, 10a,0d,  1h,1f, 40,0,  0, RR,  001000000000001  ; Nuclear Msl.
Royal Envoy,  nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Cmn, 100000000000010  ; Diplomat
Palace Guard, nil, 0,  0.,0,  1a,4d,  2h,2f,  5,0,  1, RR,  000000000000000  ; Spy
Greek Fire,   nil, 0,  0.,0,  1a,4d,  3h,1f,  8,0,  1, X7,  000000000000000  ; Caravan
Caravan,      nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010  ; Freight
Heavy Cavalry,nil, 0,  3.,0,  6a,3d,  2h,2f,  8,0,  0, X3,  100000000000000  ; Explorer
War Elephant, nil, 0,  3.,0,  7a,3d,  2h,2f, 12,0,  0, X4,  000000000000000  ; Extra Land
Ballista,     nil, 0,  2.,0,  7a,1d,  1h,2f,  8,0,  0, Uni, 000000001000000  ; Extra Ship
Siege Galley, nil, 2,  4.,0, 10a,1d,  2h,2f, 12,0,  2, X2,  100000001000010  ; Extra Air
Mursilis I,   nil, 0,  4.,0,  9a,3d,  2h,2f, 50,0,  0, RR,  100000000000001  ; Test Unit 1
Chariot III,  Gun, 0,  4.,0,  7a,2d,  1h,1f,  8,0,  0, Met, 100000000000000  ; Test Unit 2
Chariot IV,   Gun, 0,  4.,0,  9a,2d,  2h,2f, 10,0,  0, Csc, 100000000000000  ; Test Unit 3
Ramesses II,  nil, 0,  4.,0, 10a,4d,  2h,2f, 50,0,  0, RR,  100000000000001  ; Test Unit 4
Ashurbanipal, nil, 0,  4.,0, 10a,4d,  3h,2f, 50,0,  0, RR,  100000000000001  ; Test Unit 5
Hammurabi,    nil, 0,  4.,0,  9a,4d,  2h,2f, 50,0,  0, RR,  100000000000001  ; Test Unit 6
Legion III,   nil, 0,  2.,0, 12a,4d,  3h,3f, 12,0,  0, X6,  000000000000000  ; Test Unit 7
Legion IV,    nil, 0,  2.,0, 14a,4d,  4h,4f, 16,0,  0, Lab, 000000000000001  ; Test Unit 8

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;

;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Empire
;        4 N/A - Theocracy
;        5 Republic
;        6 N/A - Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 0,   no,  0, 5,  0,  Pln,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 5,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  0,10, 0,   yes, 1,10,  5,  no,    ; Mou
Olives,     2,4,  2,2,3,   yes, 1,10, 1,   no,  0,10,  0,  no,    ; Tun
Dunes,      6,3,  0,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 5,   For, 0,15,  5,  no,    ; Swa
Copper,     2,4,  1,4,7,   no,  0,15, 0,   yes, 1,15,  2,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Game Birds, 1,2,  2,3,0,  ; Buffalo
Grassland,  1,2,  2,1,0,
Wild Boar,  2,3,  3,2,0,
Gems,       2,4,  1,2,0,  ; Coal
Gold,       3,6,  0,1,6,
Sheep,      2,4,  3,3,5,  ; Yaks
Dunes,      6,3,  0,0,0,  ; Ivory
Peat,       2,3,  1,4,0,
Silver,     2,4,  1,4,9,  ; Gems
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  2,2,1,  ; Silk
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Game,       2,4,  3,2,3,  ; Furs
Date Palms, 1,2,  3,2,2,  ; Glacier Oil
Crocodile,  2,3,  2,1,2,  ; Spice
Volcano,    2,4,  0,2,3,  ; Fruit
Game Fish,  1,2,  2,2,3,  ; Whales




@GOVERNMENTS
Anarchy,        Strongman,   Strongman
Despotism,      Lord,        Lady
Monarchy,       King,        Queen
Empire,         High King,   High Queen
Theocracy,      Priest King, Priest Queen
Republic,       Consul,      Consul
Democracy,      Archon,      Archon

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Minoan
;           3 = Persian
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Mursilis I,   Hatti,               0, 1, 0, Hittite,     Hittites,    1,  1, -1,
Hammurabi,    Ishtar,              0, 2, 0, Babylonian,  Babylonians, 0,  1,  1,     1, Lugal, Lugalli
Tushratta,    Tatu-Hepa,           0, 3, 0, Mitanni,     Mitanni,     1,  1,  0,
Ramesses II,  Hatshepsut,          0, 4, 0, Egyptian,    Egyptians,   0,  1,  1,     1, Nomarch, Nomarche, 2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh
Cyaxares,     Roxana,              0, 5, 3, Mede,        Medes,       1,  1, -1,     3, Great King, Great Queen
Agamemnon,    Clytemnestra,        0, 6, 1, Greek,       Greeks,      1,  1,  0,     3, Emperor, Empress, 6, Citizen, Citizen
Hiram,        Astarte,             0, 7, 2, Phoenician,  Phoenicians, 0,  1,  1,
Midas,        Medea,               0, 1, 0, Phrygian,    Phrygians,   1,  1, -1,
Nabopolassar, Kashaya,             0, 2, 0, Chaldean,    Chaldeans,   0,  1,  1,     1, Lugal, Lugalli
Odaenathus,   Zenobia,             1, 3, 0, Aramaean,    Aramaeans,   1,  1,  0,     4, High Priest, High Priestess
Kashta,       Amenirdis,           0, 4, 0, Kush,        Kushite,     0,  1,  1,     2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh
Arsaces I,    Jazmin,              0, 5, 3, Parthian,    Parthians,  -1,  1,  1,     2, Sultan, Sultana, 3, Great Sultan, Great Sultana
Caesar,       Livia,               0, 6, 1, Roman,       Romans,      1,  1, -1,     2, Dictator, Dictator, 3, Imperator, Imperatrix
Minos,        Ariadne,             0, 7, 2, Minoan,      Minoans,     1,  1,  1,     1, Sea Lord, Sea Lady
Croesus,      Hurri,               0, 1, 0, Hurrian,     Hurrians,    0,  1,  1,
Naram-Sin,    Inanna,              0, 2, 0, Sumerian,    Sumerians,   0,  1,  1,     1, Lugal, Lugalli
Sargon II,    Semiramis,           0, 3, 0, Assyrian,    Assyrians,   1,  1, -1,
Piankhi,      Sheba,               0, 4, 0, Nubian,      Nubians,     0,  1, -1,     2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh
Cyrus II,     Scheherezade,        0, 5, 3, Persian,     Persians,    1,  1, -1,     3, Great King, Great Queen
Tarquin,      Latona,              0, 6, 1, Etruscan,    Etruscans,  -1,  1,  1,     3, Emperor, Empress
Hannibal,     Dido,                0, 7, 2, Carthaginian, Carthaginians, 0,  1, -1,  3, Emperor, Empress

;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Olives,  ; Beads
Cloth,
Salt,
Timber,  ; Coal
Copper,
Dye,
Wine,
Papyrus, ; Silk
Silver,
Spice,
Gems,
Gold,
Tin,     ; Oil
Slaves,  ; Uranium


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Town,         E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













